The project I gave them has 1 and only 1 sound file in it, it is in uncompressed WAV format, it has 1 image file, that is all the additional resources it has. I used built in cube and copied it 2 times to make a total of 3 cubes, I then applied the image to all 3 cubes. The outer 2 have the sound script I wrote attached to it and it just has 1 coroutine in it, this coroutine plays the sound which is played for ~< 1 second the middle cube has a movement script attached to it that just makes it move as a rigidbody up and down between the other two cubes at a constant velocity *-1 flipped to *1 when on trigger enter is called. Coroutines do not function properly in all circumstances.
If a coroutine performs work that is a lot of work, they tend to crash windows machines, found this out the hard way, putting the same code in my own thread and doing a thread.start, the same exact code has no problems runnin on Windows or Mac. Simply put, by now, with that project which has no standard assets or pro assets in it, totally stripped down to 3 cubes, 1 sound byte of an uncompressed WAV file and 2 simple script files, they could have and should have already tried it on iPhone Basic along with compiling in 2.1 on their end and running on an iMac.
Just for arguements sake, when I get a chance later tonight and get back to the home office where I have the project, I will post the 2 code CS files that are being used. I am waiting on them to respond to the tickets and tell me exactly what I have to do to get that simple project to run on the iPhone, once they do that, I will probably have my answer for the remaining projects. I suspect it is the difference between what iPhone Advanced can do for stripping unused items vs iPhone Basic. Granted I am not including anything other than unityengine and system.collections, but that might be to much to include, if it is, well, iPhone Basic doesn’t have either a good business model nor a functional development model.
Of all of my other iPhone Basic projects, none of them have a light source attached, other than the built in one that is in the project that is the global light source, the project I sent them has 1 point light in it as a test. The others have no additional lights. They all use uncompressed MONO WAV files, the one I sent them has an uncompressed WAV file, the others have all images at the power of 2, the one I sent them has an image I pulled from my picture library from easter of 2 bunnies in a chair holding candy jars and is a 640x480 imate. All of my other projects are thousands of lines of code, tons of prefabs and all work in Unity, none work on the iPhone without crashing it, including the simple one I sent them.
I’ve spent the last few weeks going over every module, every code block, every sound source, everything in all of those projects trying to find a common cause, just can’t. And since the project I made for them and sent in has absolutly none of the stuff the other projects have in them as far as complexity is converned, it should just “work” on the iPhone, whether it is basic or advanced, but it also crashes.
I am stuck between a rock and a hard place.